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weirleader

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Everything posted by weirleader

  1. yes, definitely please post the error log -- it should be in .technic/tekkitmain with the name ForgeModLoader-client-0.log Of course, I don't know Macs, so I'm not so sure about the full location.
  2. 1) Oxygen Collector -- I didn't label it because if feels like a separate 'construct', but the big black building is my 'spaceport' and houses my NASA workbench. I figured plopping a block right in the middle of my tree farm was as good a way as any to gather Oxygen. 2) Most of the fields don't have fertilizers. Due to the size of my fields and the number of livestock, I can't even keep up with fertilizing just the carrots/potatoes/wheat -- which is the two rightmost fields (I fertilize, but those fields eat it up as fast as I can deliver it from three Composters, not in the pics, but housed underground). It took me a long time to realize that I didn't even need planters for the Sugar Cane and Cactus. And, of course, the Sugar Cane doesn't contribute to my BioFuel setup, but I didn't realize that at the time and now I have a ridiculous supply of sugar and paper. 3) Yep, Auto-Spawner fed Mob Essence by the Grinder in my Meat Processing area; half the meat is ground for essence and half for pink slime. I have a level emitter on my AE network and when I run low (can't recall now, but something like below 400, give or take), then it turns on the Auto-Spawner briefly. And I mean briefly! Just a short while and I have hundreds of Slime Balls. In fact, after I got it working, it hasn't been on once. But at one point I was so desperate for SBs that I decided I need to have a dependable source.
  3. CharlieChop & Dewfire, I started up a thread here so we can let this thread get back to "Greatest Constructs". And in an effort to get back to the point of the thread, here's the main 'core' of my base; perhaps it shouldn't qualify as a single 'construct', but I'm very happy with the way it's all integrated: http://imgur.com/R5VD28b,olEG7Xq,g0npoKU
  4. Because we've already largely derailed this thread, I want to halt the damage by starting a new thread specifically for discussion of subnetwork troubles. The images below show what's been working for me, but I admit it's a bit of a workaround since I can't figure how else to configure a subnetwork with the current version of Applied Energistics (the 'directional arrow' version of ME Interfaces are not yet available). So I used Item Tesseracts to keep the subnetwork separate but allow items to be dropped into it. http://imgur.com/wrNZQzS,qTbNsf2,MUGA3Fs,lgKnlWm EDIT: Dewfire, maybe you could show a picture of your own setup? I can't imagine how items (e.g. frames) would keep getting sent if you only requested one. EDIT2: corrected 2nd link
  5. the trick is, assuming you have a subnetwork set up, to treat each machine as storage (and have an attached ME Storage Bus); then you use an ME Pattern (placed in an ME Interface) to send *only* the necessary number of parts to the subnetwork. Your subnetwork will 'store' the items in their respective locations (which just happen to be machines), the machines will process everything, and BAM... out pops the stuff you wanted to make. So, for Energy Cells, I 'store' the frames in the Liquid Transposer, to be filled, and 'store' the redstone in the Magma Crucible -- which melts and empties into the Transposer -- and magically my Energy Cells appear. If too many are being produced, I'm guessing it's a problem with the ME Pattern stored in the Interface. [Tesseracts should work the same way, only with Tess Frames 'stored' in the Transposer and Ender Pearls 'stored' in the Magma Crucible] EDIT: Dewfire, are you saying you're getting too many Cell Frames (Empty)? Or too many filled?
  6. They're being cautious and ironing out a few small issues that were identified by those of us running v1.1.5. There may be more to it, but I figure they know best what timeline works for them. Anyhow, it'll be nice to have this supporting MC 1.5.2 because I'm sure it'll be a while before all the included mods come up to speed with 1.6. I admit my mod knowledge is limited to Tekkit, but it seems to me that you really need to decide if you want great mods or the latest vanilla version, because I don't think it's terribly reasonable to want both.
  7. If you're using v1.1.5 I understand the laser draws an immense amount of power.
  8. have you considered using the RedNet version? I guess it is more expensive, but nice and compact -- I think I'm just addicted to RedNet.
  9. Are you actually getting to the title screen, or is it crashing on you? Your loading log is very similar to mine and I don't see any crashes. When you say it's saying 'can't find mods', that may very well be normal (there's a lot of stuff that looks for other mods for compatibility but doesn't REQUIRE them and will function just fine). If it is actually crashing on you, could you give me any specific wording? Because I'm not seeing it in that log. Also, if it is crashing, maybe you could share the contents of your launch.bat file. But if it's not crashing, I think everything is fine. Oh, and I didn't see anything that said 'mods corrupt' like you mentioned above. Where are you seeing that error?
  10. It seems to me that if you had a Precision Export Bus sets to 'Always Enabled' and you identified what you wanted to be sent to the planter it would automatically keep every stack full; then your only setup would be to make sure the planter initially had a stack of each desired item... the minute one stack dropped by even one, the export bus would fill it back up. No worries about a single item taking over. But maybe I'm not really understanding your setup. In fact, for a planter, I don't really see the need for a subnet, as I wouldn't care if items were pulled from my main network for planting (I have 50,000+ of each item at this point because my farm is out of control). Now, with the crafting of certain items on-demand, like the Redstone Energy Conduit, I don't want every spare bit of redstone being consumed just because it's there. Which is where the subnetwork comes in -- now that I finally 'get it'! See if this annotated image helps: http://imgur.com/jyLoDh3 If not, maybe you could let me know what part is giving you trouble?
  11. I wasn't happy with the way the interfaces were (or weren't) working and every time I tried gold transport pipe it would show the items moving the wrong direction and nothing would happen, so... I decided to use the same solution I used for the interface between AE and the Assembly Table. Which means I ended up breaking out the Item Tesseracts. Yeah, it's a bit expensive, but it really provides a slick interface and kept things very compact. CharlieChop, I'm not sure what you're using the level emitters for, so maybe I could take that route, but I really wanted to make full use of the recipe stored in my ME Pattern without having to mess with any other configuration. I think the final product turned out pretty good: http://imgur.com/Fiq8sVJ
  12. that's correct -- with the update of Minecraft to 1.6, MCPC-Plus has updated to match. If you want older builds you need the Legacy versions as mentioned above. If, on the other hand, you're not using plugins and MCPC-Plus, it probably won't solve your problem. Note that you'll want the "C" builds if you're running Tekkit 1.0.6 and the "B" builds if you're running 1.1.5
  13. I use the MFR harvester for my pumpkins and melons and two autocrafting tables (one for each) to process them into seeds.
  14. okay, so let me see if I can identify the advantages of a subnetwork: (1) it allows for maintaining secondary levels (using level emitters confined to the subnetwork); (2) it smooths out processing of more complex items (e.g., redstone energy conduit) -- however, if I'm not mistaken, this seems to be effected by leaving all machinery within the subnetwork in an 'always-on' state, so everything processes as soon as the requisite materials hit the subnetwork; it makes me nervous in the event multiple crafting projects cross paths and something "steals" resources away from another use (am I imagining that?). Toki -- I get where you're coming from, but I want to give this a try because I won't really understand how they work until I've set one up for myself. My confusion about the 'direction' of ME interfaces is because the videos are at version 11 and in Tekkit we don't have directional arrows. Does that mean we have to use gold pipes to connect a subnetwork? Or is it sufficient to wrench the interface and identify the one "odd" side?
  15. lots of questions: (1) what OS are you using? (2) what version of Tekkit are you trying to run (TekkitMain, Tekkit Classic, Tekkit Lite)? If Tekkit (i.e. Tekkit Main) are you running 1.0.6 or 1.1.5? (3) from where are you downloading the files? (4) what version of Java are you running? there should be a server log file located in your server directory (named "ForgeModLoader-server-0.log"); perhaps you could post that (or the pertinent parts). You might want to use http://pastebin.com/ so as to not clutter the forum with a huge file.
  16. it depends what you mean by "making farms". Planters can hold multiple types of items, so I have three types of trees in a single farm. I also have cactus (just be sure to cook the cactus to make it cactus green before trying to use it in the BioReactor). And I've planted by carrots and potatoes in the same plot because I don't need the same quantities of them that I do for wheat. Bone meal also works and possibly dandelion yellow and rose red (though I can't remember where I heard that). EDIT: Just confirmed the yellow and red (but you have to process the flowers first, obviously).
  17. sorry, think I just need to watch the complete videos first (I did a quick skim); then I'll have a more educated response.
  18. I have Item Tesseracts dropping into Gold Transport Pipe... maybe it's the Wooden Transport Pipe that's the problem?
  19. do subnetworks exist in rev10.n? EDIT: think I get it now. It's not subnetworks that I'm really asking about... it's directional ME Interfaces. I'm going to take a closer look now that I'm using Tekkit 1.1.5
  20. #@$@#$ -- that would've been good to know sooner! true -- I do carry a Diamond pickaxe with Fortune as well, although I sometimes forget to use it because the power gauntlet is so freaking handy. yeah, the MPS stuff is already so powerful, I just can't imagine boosting that any more than it already is.
  21. seems to be a widespread problem; as far as I know, you just have to wait until a later build resolves the issue. (it happens to me all the time -- thankfully, it's only an annoyance rather than a game-breaking problem)
  22. yeah, when I was planning it at the start, I went larger because I wanted the sewage but didn't factor in that you can't extend the range of the chronotypers. I tried solving it with fencing but that just made it worse, so I finally resorted to a full overhaul and was annoyed to discover it still didn't solve my sheep problem. I didn't realize a mob grinder would also produce food...? Setting up an enchanting station is a good idea, I suppose... though with MPS I hardly feel the need. What do you enchant (or plan to enchant)? I'm currently sitting on 130 levels and have no idea what to do with them.
  23. interesting, they moved the 'older' builds here; good to know.
  24. since you say you're a n00b, allow me to give you some extra advice: * when mining, if you ever try to customize programs (as opposed to using the default 'tunnel' or 'excavate' programs), be sure to use something like the following to help deal with things like gravel, mobs, or even just empty space that doesn't require digging: local function TryFwd() if turtle.detect() then turtle.dig() end while not (turtle.forward()) do print('oops! bumped something') sleep(0.5) end end * if you haven't made use of it, something like tArg = {...} will gather command-line arguments so you can pass additional info to your program at runtime; just be sure to reference each argument (tArg[1], tArg[2], ...) like an array and you may even want error-handling; e.g., -- no length supplied; error out with message if #tArg ~= 1 then print("Usage: bridgeS <length>") print("must have length/9 blocks in inventory to function.") return end I'm sure there are many other tips out there, but the first bit took me the longest to figure out; I'd have turtles not moving quite the way they were supposed to and no idea why.
  25. Wow, lots of great answers there! Thanks! I like the treadmill idea and had no idea about the babies. I had already decided to limit my pens to 5x5 with walls instead of fences (they started out 9x9 and when I tried using fences to push them closer to the chronotyper that didn't go well). I might eventually try to switch between grinder/slaughterhouse (I like the idea), but I also might just wait until my next new world as what I have works and is already overkill... I'm at 60000 meat ingots in my DSU and counting and I only currently use mob essence for my green slime farm which is in turn only needed every now and then for sticky pistons. Of course, with 1.1.5 I haven't even begun digging into what's new so perhaps that will change.
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